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Post by Brutus Aurelius on Mar 4, 2016 6:31:21 GMT -5
@johndraemy why even give the Xeno a chance to get close enough to hit you in the first place? Just shred them with Neptune and Soldier OW.
I will never stop loving Neptunes.
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Post by CdrPlatypus on Mar 5, 2016 17:32:23 GMT -5
On Ironman I like to run a melee cpt and paladin tied at the hip. My soliders get respecced constantly. On missions with tight corridors at least one will be plasma, on missions with open fields I use lvl appropriate vs of heavy leviathan. I'm forgetting what its called, but always equip the +15 heat lvl 3 wargear asap on the soilders regardless of build.
Scouts I like crippling fire in the early game. Later I prefer to use a neptune with supressing fire and respec scouts for headshot.
I prefer neptunes over hydras because of OW. Mobility becomes a non issue with high lvls of suppressing fire and with the right talents and gear they can overwatch all day long without heat locking.
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Post by Deleted on Mar 5, 2016 20:30:57 GMT -5
On Ironman I like to run a melee cpt and paladin tied at the hip. My soliders get respecced constantly. On missions with tight corridors at least one will be plasma, on missions with open fields I use lvl appropriate vs of heavy leviathan. I'm forgetting what its called, but always equip the +15 heat lvl 3 wargear asap on the soilders regardless of build. Scouts I like crippling fire in the early game. Later I prefer to use a neptune with supressing fire and respec scouts for headshot. I prefer neptunes over hydras because of OW. Mobility becomes a non issue with high lvls of suppressing fire and with the right talents and gear they can overwatch all day long without heat locking. Posts like this are like gold and crack all mixed up for me.
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Post by johndramey on Mar 8, 2016 2:47:37 GMT -5
While I can see what CdrPlatypus and Brutus Aurelius are getting at, I just can't agree! Practically all of my squads (even those on Ironman) rely heavily on melee specced captains with a paladin in tow. I practically never go with a neptune, but almost always have my hydra out. Hydra will almost always be coupled with a scout that is a simple strength rifle + piercing shot build. The melee specced Templars are the meat grinders, they blast through EVERYTHING. Captain with blade weave and paladin make short work of almost anything. The scout will remove armor and deflection from whatever are the most pressing targets. Sure, sometimes you will be tempted to hit the same xeno with two shots from your scout, but don't do it. Spread that love around. The Hydra does, bar none, some of the best damage in the game. He can routinely smash xeno, especially debuffed xeno, for much more than a soldier or a neptune -and- will make any following xeno take damage going through flames. Sure, ~10 damage may not seem a lot, but when that same xeno has to tromp across a no-man's land of 5-6 tiles of flame while debuffed by your scout, well that's one roasty-toasty xeno. Of course, we all have our biases. Anyone who has been around long enough knows that I loved the hydras to death in TA, so I'm sure that colors my perceptions a bit I've been having fun with berserkers, but since I've got my Purple People Eaters going right now I'm not playing around -too- much with them since I still haven't quite figured out the perfect synergistic build for them.
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Post by xdesperado on Mar 8, 2016 3:39:46 GMT -5
Telling you Bio-Toxin weapons for your Scouts, lead Soldier and Captain. Use Crippling Fire and Piercing Shot on Scouts and turn the Hydra loose to set up giant fields of fire for all those poisoned Xeno to crawl across. Best part of this is pretty much all your Templars can be equipped so they have base move of 7 without buffs so better positioning and heat management can be obtained. With this combination Xeno almost never get in melee range. My biggest complaint about Neptune is that lack of mobility. Having to ensure they've done all movement you want prior to firing anything makes them basically overpowered semi mobile sentry turrets. Overwatch is nice but you can only cover one approach with it and that's somewhat limited in size. A Hydra can quickly cover 2-3 approaches with much larger area of effect. Add in the recent change to their fire damage and a Hydra with a Reaper-C is pure Xeno killer.
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Post by CdrPlatypus on Mar 8, 2016 13:09:35 GMT -5
johndramey Too each their own. Don't get me wrong, Hydras are fun, but I like to have as much over-watch on the field as possible. High penetration weapons also get rid of the need to curse enemies with -armour as much. I like how a Neptune can lock down a lane by her/himself without support. And that's even after I got Suppressing fire nerfed ...queue the hate speaking of nerfs fallen, Cory Trese for HoS I still think group potions should cost 2ap to use.
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Post by contributor on Mar 11, 2016 19:06:01 GMT -5
I think there needs to be some kind of community challenge to finally decide whether Neptunes or Hydras get crowned king of the BattleForce.
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Post by xdesperado on Mar 11, 2016 19:56:28 GMT -5
I think there needs to be some kind of community challenge to finally decide whether Neptunes or Hydras get crowned king of the BattleForce. Can Neptune's block spawn points and kill hive pods? Case closed Hydra wins! Neptune's are less mobile pumped up Soldiers. Hydra's can do things no one else can and their talents allow them to help buff rest of squad as well. You can complete all missions without a Neptune. You have to have a Hydra for some missions and side jobs.
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Post by Cory Trese on Mar 11, 2016 21:31:29 GMT -5
Brutal
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Post by Brutus Aurelius on Mar 11, 2016 22:00:16 GMT -5
I think there needs to be some kind of community challenge to finally decide whether Neptunes or Hydras get crowned king of the BattleForce. Can Neptune's block spawn points and kill hive pods? Case closed Hydra wins! Neptune's are less mobile pumped up Soldiers. Hydra's can do things no one else can and their talents allow them to help buff rest of squad as well. You can complete all missions without a Neptune. You have to have a Hydra for some missions and side jobs. Can a Hydra have an upwards damage range of 150, debuff a large number of Xeno, and cover the team with Overwatch? Can the Hydra sink their own Heat, something even Engineers cannot do? Not to mention the huge Penetration values of Neptune weapons. Neptunes rule, Hydra drools
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Post by xdesperado on Mar 11, 2016 22:24:12 GMT -5
Can Neptune's block spawn points and kill hive pods? Case closed Hydra wins! Neptune's are less mobile pumped up Soldiers. Hydra's can do things no one else can and their talents allow them to help buff rest of squad as well. You can complete all missions without a Neptune. You have to have a Hydra for some missions and side jobs. Can a Hydra have an upwards damage range of 150, debuff a large number of Xeno, and cover the team with Overwatch? Can the Hydra sink their own Heat, something even Engineers cannot do? Not to mention the huge Penetration values of Neptune weapons. Neptunes rule, Hydra drools My level 21 Hydra has 192 max heat when self buffed, and can hit multiple xeno in one turn for 50-66 damage +119 Fire damage. Anything left alive after hit will take that fire damage following turns as they move, as will any Xeno moving into the massive area of my Napalm Charge 8. Factor in my base move is 7 without buffs and Heat is rarely a factor plus unlike your Neptune I can Fire and maneuver which means that my Hydra is seldom left out of support range of other units. Regardless bottom line you HAVE to have a Hydra to complete all missions. You don't have to have a Neptune.
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Post by Brutus Aurelius on Mar 11, 2016 22:54:29 GMT -5
Can a Hydra have an upwards damage range of 150, debuff a large number of Xeno, and cover the team with Overwatch? Can the Hydra sink their own Heat, something even Engineers cannot do? Not to mention the huge Penetration values of Neptune weapons. Neptunes rule, Hydra drools My level 21 Hydra has 192 max heat when self buffed, and can hit multiple xeno in one turn for 50-66 damage +119 Fire damage. Anything left alive after hit will take that fire damage following turns as they move, as will any Xeno moving into the massive area of my Napalm Charge 8. Factor in my base move is 7 without buffs and Heat is rarely a factor plus unlike your Neptune I can Fire and maneuver which means that my Hydra is seldom left out of support range of other units. Regardless bottom line you HAVE to have a Hydra to complete all missions. You don't have to have a Neptune. Hydras, while of strategic importance for cleansing missions, are not as powerful as you might think. That extra Fire damage? Any Xeno that is a real threat will resist a good chunk of that damage. The Xeno can avoid the flames that you set down, and even if they don't, the fire damage affer resistance is piddly. Every shot my Neptune makes is hitting for full force against the Xeno, especially considering he is at 100% Penetration. Combine that damage with Stabalize Platform, Full Vent, and Suppressing Fire, those Xeno have no chance whatsoever. Even the Narvs can't withstand Caelius Aurelius and his MK18 Dominant. The only downside is that Neptunes and Suppressing Fire were too powerful, so they got hit with the Nerf bat. Can Hydras boast that they were too powerful? Nope. Neptune wins again.
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Post by contributor on Mar 12, 2016 3:12:23 GMT -5
This discussion really warms my heart.
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Post by xdesperado on Mar 12, 2016 3:24:14 GMT -5
This discussion really warms my heart. My Hydra warms more than hearts
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Post by wascalwywabbit on Mar 13, 2016 4:11:04 GMT -5
This discussion really warms my heart. It strangely warms and yet suppresses the fires of my heart.
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